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Cyclone Jack

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  1. Oh yeah! I didn't even think of going Savage Melee on War Wolves. That would be great! And mixing in some Street Justice to replace the standard Super Strength melee attacks given to low level mobs as well would really mix things up a bit. Great ideas!
  2. Yeah, I'm thinking maybe just a tinted version of Aqua Bolt for the Lieutenants and maybe Hydro Blast for the Bosses, but only if they can use their spit attack animation; I don't think it would be fitting for them to swirl a ball of poisoned water and hurl it at the player, but the big orb projectile coupled with the large splash would be a pretty nice visual flair. I don't think a big overhaul is necessary, since these are a very low-level group, but even adding the improved "water splash" as the On Hit effect for Spit would be a nice visual improvement.
  3. For some mid-range enemies, The Cabal could maybe use a little Storm Blast or Electrical Affinity like Chain Lightning and Shock/Discharge; maybe even a self-Amp Up for some special encounters. Once Arsenal Control gets some game time, I could see enhancing SWAT mobs with one or two of those abilities. Wailers could utilize some Symphony Control such as Aria of Stasis and/or Dreadful Discord. For the newer, upper-level Vahzilok (25-34), you might look into giving Reapers/Mortificatiors the new Tranquilizer from Arsenal Control, or adding Sleep to their Dart Gun attack. Perhaps look into adding some Poison to the Cadavers (Envenom/Weaken) and Abominations (Nerotoxic Breath/Venomous Gas). Now, to really ramp things up, perhaps for a TF Challenge Mode, you could even have the Embalmed drop a Poison Trap on defeat. I also wonder what a Luminous Eidolon could do with Accelerate Metabolism. 😉 OK, some of this might be a bit *too* much for those levels, as Vahzilok can already be somewhat challenging, but something to think about.
  4. I like what Page 7 did for Council and Circle, raising their L50 game, but it would be nice to take a look at some of the lower and mid-level enemies as well, especially as new powers have been added to the game. For example, Coralax and Hydra could probably benefit with some Water Blast attacks (even just replacing attacks for better effects could be an improvement), and Minions of Igneous could perhaps use some Seismic Blast or Earth Manipulation. Perhaps giving some select Clockwork some Electrical Affinity like Shock or Revuj Circuit.
  5. You've already got Clocks and Carnies, which are pretty top tier for me personally, but here are a few miscellaneous ideas (and a refinement for #5), in no particular order: Magician - (Animus Arcana) For this, I would try and do something unique, making each summon different, so Minions would be Cloud of Ice, Fireball, and Lightning Storm; Lieutenants would be Crystal Ball and Forbidden Knowledge; and the Boss would be maybe Vorpal Sword. Obviously, each of these would need to be balanced quite a bit, but the idea is to have a wide variety of summons. For attacks I might do Lift, Propel, and a Luminous AoE Blast with a -ToHit on it. Elementalist - (Animus Arcana) An alternative to the above, focusing purely on the minion level mobs: 3 Fireballs, 2 Lightning Storms, and a Cloud of Ice. Attacks could be Lightning Bolt, Freeze Ray, and Fireball. Admittedly pretty generic, but we currently don't have anything that covers multiple elements in the same set, which would set this apart. Cimeroran / ??? - (Cimeroran Traitors + Talons of Vengeance) Some sort of mythological Mastermind with Harpies (Devotee), Gorgons, and a Minotaur. Attacks could be a Throwing Knife, Pilum, and Greek Fire (an AoE, fire-based grenade attack). Probably need to flesh this out a bit, but could be an interesting foundation for something. Vulcanist - (Minions of Igneous) A master of volcanoes would summon Pumicite Minions, both an Elder Pumicite and Elder Magmite as Lieutenants, and a Magmite Lord Boss. I like the idea of having both an Earth and Fire themed Lieutenant for a little added variety. The Pumicite mobs would probably need to be expanded with Seismic Blast attacks and I'd give the Elder Pumice some Knockdown abilities. Obviously, these guys would need to be slowed down a bit. 😉 For the Mastermind attacks, I'd probably go Encase, Shatter, Rock Shards and keep the Seismic Pressure mechanic, allowing for some Knockdown on the cone; perhaps adjust the attacks to be Smashing/Fire or add a Fire DoT to them. Alternatively, you could go Stone Spears (from Earth Assault), Stalagmite (from Seismic Blast), and a ranged Fault (from Stone Melee); again, adding some Fire damage to the attacks. For the special ability I might try and combine Earthquake and Volcanic Gasses into an Eruption ability that's a Location Knockdown that does Fire DoT and has a chance to Disorient (instead of Hold). Fragment of Rularuu - (Soldiers of Rularuu) I freaking love Rularuu, and a Rularuu-themed Mastermind would be absolutely fantastic. 2 Natterlings and a Brute for the Minions, Overseer Lieutenants, and a Wisp Overlord Boss. The Brute Minion would be the buffer of the group with Crystal of Vigor (PBAoE Dam Buff) and Crystal of Resilience (PBAoE Heal) from the upgrade powers. I think I'd go with Thorn-based attacks like Thorny Darts, Impale, and Fling Thorns. Alternatively, you could go with Psychic attacks, but the Thorn attacks seem more unique and fitting, IMO. For the special ability, I might try and integrate the Monument abilities into mutually exclusive Stances that grant passive buffs to your pets, such as Fury (+Dam), Hatred (+Recovery), Malice (+Acc), Torment (+Regen). Huntmaster / Shadowlord - (Spirit Stalkers) A sort of Negative version of Beast Summoner with Shadow Hounds, Spirit Panthers, and Wodan. The attacks could even mimic the Huntmaster, using Blazing Arrow, Crystal Arrow, and a cone version of Shadow Arrow. This would also give Masterminds a second bow-set, and a Negative set that's different enough from Necromancy while also being different enough from Beast Summoning. Gargoyles - (Wailers) A Sonic-themed Mastermind with Wailers, Wailer Queens, and a Wailer King, using Shriek, Scream, and Howl for their attacks. The -Resistance of this set would be fairly solid, allowing these pets to do a moderate amount of damage, but the real benefit would be when teaming with others. Winter Lord - (Winter Horde) I've always been a fan of cold-themed sets so something like a Winter Lord would be awesome in my book. Using Frostlings, Blights, and a Snow Beast alongside Ice Bolt, Freeze Ray, and Frost Breath. Other alternate mobs could be reskinned Fire Imps, Cloud of Ice (Animus Arcana), Hellfrost (Circle of Thorns), Nerva Spectral (Circle of Thorns), Blade Prince (Circle of Thorns). Personally, I'd try and steer away from the CoT mobs, except maybe the Hellfrost since it doesn't look too demony, otherwise you're just making a Cold Demon Summoning set. This set would have a good amount of -Recharge, which would add to the overall survivability of the set. A few others I looked at were Corolax, DUST/TEST, Ghouls, Longbow, Nemesis (Jaeger MM would be pretty neat), Resistance, Rogue Robots. Also, you could probably do 3 different IDF themed MMs (Trooper, Ranger, Commander, Orbs; BCU, ACU, Vicky; Seeker, Diviner, Augur). Alternatively, I could see IDF being the basis of some Praetorian-themed EATs. Ghouls could be interesting, especially if Death and Glory is kept intact.
  6. There was a mission to recover WWII artwork, but I'm guessing it was removed/replaced when Cryptic replaced the 5th Column with Council. However, I'm going to posit that this may have been a Galaxy City contact, because 95% of all of my characters were Galaxy before they took Galaxy away (and I'm still sad about that change).
  7. Said every programmer ever... 🤣 *myself included
  8. I'd say I'm hovering just shy of 100 million across all characters. I've got 2 50s, but I don't play them very often, because I have a ton of alts! 😄
  9. Confirmed working now. 😄 No update to the Mod Installer was made on my end, from what I can tell; still running same version from this morning. Thanks, Michiyo! ♥️
  10. I'm getting the Access Denied error as well after updating to 1.1.8802.29288. When I click install, it says success, but doesn't install the mod, and if I click uninstall it gets a JIT error: Access to the path is denied. I have also Ran as Administrator, and still get the error. In case it matters (usually doesn't for JIT errors, but you never know) System.UnauthorizedAccessException: Access to the path 'E:\Homecoming\assets\mods\' is denied. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.File.InternalDelete(String path, Boolean checkHost) at System.IO.File.Delete(String path) at CoHModdingTool.CoHModderMainForm.uninstallBtn_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
  11. That looks to be some of the worst casting I've seen in quite some time. Credit to the animators, they got the look and feel of the world down. Hopefully some people will enjoy it, but its a hard pass from me.
  12. This is good stuff! Keep at it! 🙂 Hopefully this will gain some traction and we'll see Merit distribution bumped up a bit for Villains, and bumped up a lot for Praetorians.
  13. The problem is this doesn't work for all ATs. A Corruptor has support numbers that are only mildly lower than a Defender, and in some cases are equal or actually higher, and on a team of classic Villains, it fills the Support Role. Then you add in Mastermind's where you give it the "Primary Role" of Support, which is *significantly* weaker than the Corruptor. How does that even make sense? Then you have Brute as Tank, but your standard off-the-shelf Brute is going to have issues taking the alpha strike on a large team. Sure, they can pick up the aggro like a Tank, but they don't take alpha strikes like a Tank (because they're basically a Scrapper with a little more HP); that's what the Mastermind was designed for. The entire concept of "One Role Per AT" is fundamentally broken, especially because CoV ATs were *not* designed around that philosophy. If that weren't the case, then this wouldn't be such a divisive issue as seen across multiple threads throughout the entire beta process. That alone should be enough of a red flag to rethink or postpone this feature.
  14. I got some Collision Walls added in (I forgot how much of a pain it is to edit at higher resolutions, where half the screen is unresponsive), but I'll probably revisit them when I'm ready to add flora to that room. I also fixed the wall clipping issue; turns out that wall just doesn't show up when editing. 🙂 Thanks! I've been procrastinating on my Shadow Shard base, I just wish I didn't need a flat layer of rooms right in the middle. 😭 When the servers were first released I has spun up a server that didn't require the rooms above/below and I could have a single, small Entrance room, then build freely in that giant expanse. I'll have to get creative with the room layout and see what I can come up with. 😄
  15. @Etched Yeah, I noticed that as well yesterday. There is an object there when I edit the base, but it seems to disappear when I quit the editor, and since I don't go up there very often I never really noticed it. I'll play with it some more today and see if I can get it to cover up properly. As for the ceiling, I had to open the roof to build upwards. I'll look into the collision walls (didn't know those were a thing). Thanks!
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